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FC air spike
18 godina 3 meseci pre #204
od ljubo
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FC air spike was created by ljubo
[build prof=Me/E fast=12+1+1 air=12 insp=2 dom=2 name=\"Spiker 1\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Inspired Enchantment][Drain Enchantment][Hex Breaker][Resurrection Signet][/build]
[build prof=Me/E fast=12+1+1 air=12 insp=2 dom=2 name=\"Spiker 2\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Gale][Drain Enchantment][Hex Breaker][Resurrection Signet][/build]
[build prof=Me/E fast=12+1+1 air=12 dom=2 name=\"Spiker 3\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Gale][Blinding Flash][Hex Breaker][Resurrection Signet][/build]
[build prof=Me/E fast=12+1+1 air=12 dom=2 insp=2 name=\"Spiker 4\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Blinding Flash][Drain Enchantment][Hex Breaker][Resurrection Signet][/build]
[build prof=Me/E fast=12+1+1 air=12 dom=3 name=\"Spiker 5\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Gale][Blinding Flash][Hex Breaker][Resurrection Signet][/build]
[build prof=E/Mo air=12+1+1 energy=9+1 healing=9 prot=3 name=\"Flag Runner\" desc=\"\"][Ether Prodigy][Lightning Orb][Blinding Flash][Windborne Speed][Gale][Extinguish][Healing Breeze][Heal Party][/build]
[build prof=Mo/Me divine=12+1+1 prot=9+1 insp=9 name=\"Boon Prot 1\" desc=\"\"][Divine Boon][Contemplation of Purity][Mend Condition][Reversal of Fortune][Guardian][Signet of Devotion][Inspired Hex][Mantra of Recall][/build]
[build prof=Mo/Me divine=12+1+1 prot=9+1 insp=9 name=\"Boon Prot 2\" desc=\"\"][Divine Boon][Contemplation of Purity][Mend Condition][Reversal of Fortune][Protective Spirit][Signet of Devotion][Inspired Hex][Mantra of Recall][/build]
Teambuild/Core:
The main idea of this is that the Mesmer/Elementalists all cast their Lightning Orb followed by Lightning Strike on one target. Ideally this will kill the target before the monks have time to heal it.
The primary spike caller should be Spiker #1. He should use Drain/Inspired Enchantment to clean targets of enchantments, especially Protective Spirit and Spirit Bond. If he is unable to do so, then he can call for another spiker to drain the enchantment prior to the spike.
All the mesmers should keep their Hex Breaker up so that they cannot be the target of hexes such as Migraine and Diversion prior to spikes. The mesmers with Blinding Flash should keep opposing warriors and rangers blind while they wait for the next target to be called. Mesmers with Gale can use it as an interrupt (primarily on Resurrection Signets and hard reses).
The flag runner acts as a standard flag runner for the most part. When with the team, he can assist on spikes with Lightning Orb. Remember to cast your Orb a bit earlier than the mesmers, since you have no fast casting. Remember that it is more important to prevent enemy morale boosts and keep the team up with Extinguish/Heal Party than it is to assist with spikes.
Equipment for the mesmers should preferably not include the 20% chance to cast faster on air magic skills. Although the spike skills will already be faster than normal, they can be made even faster and thus throw off the timing with this. An ideal setup would be +5 energy/20% enchanting swords with a +1 air focus. The runner should have a healing Holy Staff instead of an Air Staff so that he does not mess up spike timing when with the team.
Gales can (and should) be used in a more advanced way than just as an interrupt. There should usually be at least one gale on an enemy monk (preferably the infuser). It is even possible to gale both monks. This should be done 1 second before when you are supposed to use your Orb (if you are spiking on 1, then gale on 2 then hit T + Orb). If the target is strafing or attempting to flee, then it can be galed it just before the spike. The key to this is for the spikers to call out who they are galing over Vent/TS. Sometimes the caller may instruct one of the spikers to gale a particular target.
This build can also split if needed. When splitting, the offensive split should be: Spiker 1, Spiker 3, Spiker 5, and the monk with Protective Spirit. This team's goal is to hunt down enemy NPCs and to prevent the enemy flag team from capping the stand. The defensive split should be: Spiker 2, Spiker 4, the flag runner, and the other monk. This team's goal is to hold off enemy gankers and keep control of the flag stand.
The monk backline can be modified. Ideally you should have one protective spirit and one guardian no matter what you use. Some also prefer a water flagger rather than an air. Finally there are some versions of FC air spike that include a Phantom Pain/Shatter Delusions domination mesmer with a hard res.
Counters:
-Infuser: The infuser may not always be galed, and he may be able to heal through the spike.
-Protective Spirit/Spirit Bond: If these are not drained then they can mitigate a majority of the spike damage.
-Line of Sight: Lightning Orb cannot go through walls!
-Cry of Frustration/Interrupts: Even though the mesmers have fast casting it is still relatively easy to interrupt the spike.
-Heavy Pressure: The entire team is made up of 60 AL targets. The blinding flashes are basically the only midline defense.
-Split: Although FC air spike can also split, it is harder to get clean spikes and it requires two callers.
[build prof=Me/E fast=12+1+1 air=12 insp=2 dom=2 name=\"Spiker 2\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Gale][Drain Enchantment][Hex Breaker][Resurrection Signet][/build]
[build prof=Me/E fast=12+1+1 air=12 dom=2 name=\"Spiker 3\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Gale][Blinding Flash][Hex Breaker][Resurrection Signet][/build]
[build prof=Me/E fast=12+1+1 air=12 dom=2 insp=2 name=\"Spiker 4\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Blinding Flash][Drain Enchantment][Hex Breaker][Resurrection Signet][/build]
[build prof=Me/E fast=12+1+1 air=12 dom=3 name=\"Spiker 5\" desc=\"\"][Elemental Attunement][Air Attunement][Lightning Orb][Lightning Strike][Gale][Blinding Flash][Hex Breaker][Resurrection Signet][/build]
[build prof=E/Mo air=12+1+1 energy=9+1 healing=9 prot=3 name=\"Flag Runner\" desc=\"\"][Ether Prodigy][Lightning Orb][Blinding Flash][Windborne Speed][Gale][Extinguish][Healing Breeze][Heal Party][/build]
[build prof=Mo/Me divine=12+1+1 prot=9+1 insp=9 name=\"Boon Prot 1\" desc=\"\"][Divine Boon][Contemplation of Purity][Mend Condition][Reversal of Fortune][Guardian][Signet of Devotion][Inspired Hex][Mantra of Recall][/build]
[build prof=Mo/Me divine=12+1+1 prot=9+1 insp=9 name=\"Boon Prot 2\" desc=\"\"][Divine Boon][Contemplation of Purity][Mend Condition][Reversal of Fortune][Protective Spirit][Signet of Devotion][Inspired Hex][Mantra of Recall][/build]
Teambuild/Core:
The main idea of this is that the Mesmer/Elementalists all cast their Lightning Orb followed by Lightning Strike on one target. Ideally this will kill the target before the monks have time to heal it.
The primary spike caller should be Spiker #1. He should use Drain/Inspired Enchantment to clean targets of enchantments, especially Protective Spirit and Spirit Bond. If he is unable to do so, then he can call for another spiker to drain the enchantment prior to the spike.
All the mesmers should keep their Hex Breaker up so that they cannot be the target of hexes such as Migraine and Diversion prior to spikes. The mesmers with Blinding Flash should keep opposing warriors and rangers blind while they wait for the next target to be called. Mesmers with Gale can use it as an interrupt (primarily on Resurrection Signets and hard reses).
The flag runner acts as a standard flag runner for the most part. When with the team, he can assist on spikes with Lightning Orb. Remember to cast your Orb a bit earlier than the mesmers, since you have no fast casting. Remember that it is more important to prevent enemy morale boosts and keep the team up with Extinguish/Heal Party than it is to assist with spikes.
Equipment for the mesmers should preferably not include the 20% chance to cast faster on air magic skills. Although the spike skills will already be faster than normal, they can be made even faster and thus throw off the timing with this. An ideal setup would be +5 energy/20% enchanting swords with a +1 air focus. The runner should have a healing Holy Staff instead of an Air Staff so that he does not mess up spike timing when with the team.
Gales can (and should) be used in a more advanced way than just as an interrupt. There should usually be at least one gale on an enemy monk (preferably the infuser). It is even possible to gale both monks. This should be done 1 second before when you are supposed to use your Orb (if you are spiking on 1, then gale on 2 then hit T + Orb). If the target is strafing or attempting to flee, then it can be galed it just before the spike. The key to this is for the spikers to call out who they are galing over Vent/TS. Sometimes the caller may instruct one of the spikers to gale a particular target.
This build can also split if needed. When splitting, the offensive split should be: Spiker 1, Spiker 3, Spiker 5, and the monk with Protective Spirit. This team's goal is to hunt down enemy NPCs and to prevent the enemy flag team from capping the stand. The defensive split should be: Spiker 2, Spiker 4, the flag runner, and the other monk. This team's goal is to hold off enemy gankers and keep control of the flag stand.
The monk backline can be modified. Ideally you should have one protective spirit and one guardian no matter what you use. Some also prefer a water flagger rather than an air. Finally there are some versions of FC air spike that include a Phantom Pain/Shatter Delusions domination mesmer with a hard res.
Counters:
-Infuser: The infuser may not always be galed, and he may be able to heal through the spike.
-Protective Spirit/Spirit Bond: If these are not drained then they can mitigate a majority of the spike damage.
-Line of Sight: Lightning Orb cannot go through walls!
-Cry of Frustration/Interrupts: Even though the mesmers have fast casting it is still relatively easy to interrupt the spike.
-Heavy Pressure: The entire team is made up of 60 AL targets. The blinding flashes are basically the only midline defense.
-Split: Although FC air spike can also split, it is harder to get clean spikes and it requires two callers.
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